The environment section will basically cover the setting and location where Flashlight takes place.
Revised House Model
In order to match our revised gameplay our huose model has been remodeled to suit the gameplay.
Textured House
Exterior
Interior
The House
27.8.09
Made up of simple polygons and planes to form the base layout of the mansion. Made in Autodesk Maya 2009.
The house as shown below :
The model is then UV mapped for texture coordinates.
The UV map for the house is shown below :
The UV map is then colored. Each polygon shown in the UV map corresponds to its counterpart in the actual model. Whatever is colored over the UV map will reflect appropriately onto the model. The colored UV map is shown below (these are currently palce holder textures used to test out the effectiveness of the Corel painter Program:
The texture is then applied onto the model, the result is as shown below:
Colourful textures are used for placeholders and as each wall is colored differently, it makes it easier to tell which areas on the texture map correspond to which walls on the actual model, making the final textring easier.
Overview
The environment section will basically cover the setting and location where Flashlight takes place.
Revised House Model
In order to match our revised gameplay our huose model has been remodeled to suit the gameplay.Textured House
Exterior
Interior
The House
27.8.09Made up of simple polygons and planes to form the base layout of the mansion. Made in Autodesk Maya 2009.
The house as shown below :
The model is then UV mapped for texture coordinates.
The UV map for the house is shown below :
The UV map is then colored. Each polygon shown in the UV map corresponds to its counterpart in the actual model. Whatever is colored over the UV map will reflect appropriately onto the model. The colored UV map is shown below (these are currently palce holder textures used to test out the effectiveness of the Corel painter Program:
The texture is then applied onto the model, the result is as shown below:
Colourful textures are used for placeholders and as each wall is colored differently, it makes it easier to tell which areas on the texture map correspond to which walls on the actual model, making the final textring easier.